- Awesome Music:
- The music in the original was the reason it sticks in everyone's mind, even though most forget the game's title.
- Extreme G3: Music approved by the world-famous nightclub (and record label) Ministry of Sound. Nuff said.
- XGRA also has amazing music in its own right, featuring artists like BT, Cirrus, The Dwarves, and Celldweller.
- Roach and Neon, the unlockable bikes, in the first game.
- In Extreme-G 2, the Zeo-Max is glitched such that its maximum speed is freakishly high, outstripping unlockable bikes Wasp and Spectre.
- Extreme-G 3's Railgun. Some may find it hard to use, but with properly lined up shots and full charge, it only takes a couple of hits - and a few seconds - to destroy another bike. Combine this with the ammo storage upgrade and a good player can destroy three or four bikes without refilling weapon energy, and that's only assuming each shot hits only one bike, because shots travel through the bikes they hit. Lastly, railgun shots do not need to hit exactly, at least in the PS2 version.
- Before then, there's the Rockets. They only work at shorter ranges since its muzzle velocity is way less than the Railgun, but it has no charge problem and a couple of salvos, provided both rockets in the salvo hit, will wreck a bike. Due to their cost, Rockets are amongst the first weapons the player will likely buy, if not the very first, and compared to the pretty pathetic pea-shooting cannons you start out with, they are absolutely a step up.
- Goddamn Bats: The A.I. in Extreme-G 3 is incredibly fond of using mines, which become harder and harder to dodge over as the speed limit increases as you progress throughout the game. Getting hit once or twice is acceptable, but when every single bike ahead of you will drop dozens of mines...
- Worse yet, once you get homing missiles, everyone else will, and there's practically no way to evade them, rendering a big cone of track in front of them, where you will be when you pass them, dangerous. Luckily you get ample warning due to a lock warning beep that repeats whenever someone has missiles and you in their sights, but when you hear that it can often be too late. And they HURT, too, especially when your only defenses are letting them pass or slamming on the boost to get out of range...which eats your shield!
- Most Wonderful Sound: Definitely the sonic-boom you hear after breaking the sound barrier. You know you're going to rock the competition when you hear that.
- Scrappy Weapon: The mortar cannons are difficult to hit things with, but annoyingly common.
- Extreme G 3's machine guns are the only weapon you get for free at the start of the game, and you get what you pay for. Once you get anything else, you'll rarely use them as they're outclassed by practically everything else.
- The second game was a decent game in its own right, but is widely regarded as a step down from the (admittedly outstanding) original. For starters, mediocre D&B vs. epic techno.
- XGRA, which amongst other things changed the soundtrack from being relatively "underground" techno to more "mainstream" music and "space-metal", not to mention the often annoying audio-video taunts from other pilots (and only the audio can be turned off!)
- That One Level:
- Caves 3 in the original. Easy to fall off of at any speed over a hasty crawl due to the near-complete lack of rails in many sections on a marathon race. The only merciful details are that if you've raced well enough up to this point on most difficulties, you can get last and still continue, and it's so hard even the AI falls off regularly.
- Pasiphae 6 in Extreme-G 3 is full of nice, twisty turns to slam your bike into at 800 mph.
- For most new players, Atradaitoshi in Extreme-G 3 will be the first place players will find out that tracks have jumps...and that missing one once and falling off will kill you instantly. What will catch experts out is the fact that you don't have air control either, so launching wrong immediately means your race is forfeit.
YMMV / Extreme-G